#version 440

layout(location=0) in vec2 qt_TexCoord0;

layout(location=0) out vec4 fragColor;

layout(std140, binding=0) uniform buf {
    mat4 qt_Matrix;
    float qt_Opacity;
} ubuf;

layout(binding=1) uniform sampler2D source;

void main() {
    // vec2 repeatedCoord = fract(qt_TexCoord0);
    
    vec4 color = texture(source, qt_TexCoord0.xy * 3.0 - 1.0);
    
    fragColor = color * ubuf.qt_Opacity;
}
